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Supplies experiment #2 this weekend


theFiringHand
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How about this supplies experiment:

 

Double Damage - x10 more powerful

 

Double Armor - x10 more powerful

 

Speed Boost - x10 faster

 

Mines Cooldown - 1 second

 

Repair Kit - Lasts 1 minute

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I might even give you a hint of where to work on next ;)

 

upon entering a battle - 5 second cooldown on all supplies.

 

being killed during the supplies duration on any one supply- 40 second cooldown on all supplies.

 

being killed after the supplies duration- 5 second cool down on all supplies.

 

 

Read my post on page four of this topic.

Edited by DieselPlatinum

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This experiment is certainly a lot better than the last. Well done on that, but it just doesn't feel like the crazy gameplay Tanki offers. The experiment requires me to pay too much attention to my supplies and you loose focus on the battle. Thats also due to the crazy small duration time, can we just leave it at 40 sec? Please. Maybe also reduce the cooldown to 20 seconds. 

 

I'd personally like the old system back, or at least a shorter cooldown and a longer duration time for this experiment. A 40 second duration with a 20 second cooldown seems fair. Like the saying goes, if its not broken, don't fix it. 

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I had to stop picking up supplies to test this experiment, and after playing a few battles I'm not sure what to say. I still don't know how it would affect my gameplay style. The initial cooldown is bad idea though.

 

The experiment should be longer than 48 hours, but for that to be acceptable they should implement my Experiment Filter Button idea first.

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Ooo Guys ! this update is not good !

 

 

Baaaaaaad

 

 

Any change to supplies is a bad change in my opinion. Supplies are perfect right now they dont need to be changed

 It is just an experiment to normal battles.

I ussualy play xp bp with no supplies so this will not affect me or my clan

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Gameplay in CTF:

 

1) Get light/medium hull due to the 30s duration of power up. Camp in DD or DA box drop location without touching your drugs, hope that nobody is shooting you. When box caught, activate DA/DD, get flag, hit speed and hope for clean run. 

 

2) Camp on base/defend, hit DD, start driving to get the flag and killing enemies nearby, Hit DA, get flag and run because for that time DD is done and you won't be able to fight back against drugged enemies.

 

Bravo, this is way way way better than experiment number 1. 

 

In my opinion:

 

Good:

-Lighter hulls will be used.

-More tactical gameplay due to 30s duration.

-Lesser supplies usage.

 

Bad:

-inbalanced teams will be more common due to respawn cooldowns.

-Increase of people running middle of battle.

-Clans will kill every normal match they join.

-More camping, more long range turrets.

 

 

End of day, I don't really see how this will change literally anything. Campers will still camp, word ''drugger'' will remain common and used, you can still buy your way to victory of every game. Why don't you just nerf power ups by 50%-75% and keep old smart cooldown system?

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Gameplay in DM:

Nevtelen77.jpg

 

Keep in mind that this is not a big map, so heavy hulls have a slight advantage. I drugged, not as much as I was able but one of DA/DD was almost always activated when it was possible. It's a positive that you usually can't go full drug without drops, which gives light hulls more chance to survive. My performance was slightly worse compared to what I used to, but I still ruled the battlefield with my Mammoth-Vulcan combo. Almost everyone drugged and still I was able to build a decent lead during the battle.

 

Q: Does it reduce the gap between druggers and non-druggers?

A: Yes. Battles are more balanced.

Q: Does it reduce the supply usage?

A: Yes.

Q: Should the devs implement this?

A: I don't know. I have to test it in other game modes. It's good in DM, I can say that.

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This is definitely better than the first experiment, but still doesn't seem that great. The new settings don't actually make that much of a difference to the difficulty in using supplies, which is probably why not as many players are being negative about this update. That may seem like a good thing, but if the new settings don't make much of a difference, then why change them at all? Druggers still dominate free players by using more supplies and it's still entirely possible to "carry" a match alone if you have a lot of supplies, especially on low ranks.

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Terrible. Terrible. When I respawn I expect to be fresh and ready to go, not waiting for cooldowns. I just lost a close 30-minute battle for my team because when I respawned, right next to returning our flag, I couldn't. we lost by 1. 

 

Fail. 

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Terrible. Terrible. When I respawn I expect to be fresh and ready to go, not waiting for cooldowns. I just lost a close 30-minute battle for my team because when I respawned, right next to returning our flag, I couldn't. we lost by 1. 

 

Fail. 

This shows the experiment is a success. You aren't able to carry your team by yourself, you need good teamwork and coordination to win.

 

Although I don't get how you played a 30 min normal battle. They're 15 min battles, aren't they?

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I really don't understand why you guys trying to destroy the advantage of using supplies?, as long as you offered an option called PRO battle, so players can choose their favorite gameplay options and enjoy playing battles without supplies.

 

I have no right to enjoy playing the last favorite feature in this game?

They don't want to destroy the advantage, they try to reduce it. Drugs will always give you advantage, just not as big as it used to give.

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If tanki places this as normal...i say farewell...been here for a lot of changes endured them...some of them i liked some of them i did not but this will give clans with mults so much advantage that it is unbelievable. Games will not be playable... so i will be for sure out

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really speaking i dnt like experiments on running servers coz it slows down the entire game . another thing is that why all the experiments starts at weekends only, when i like to play most. its not understandable why tanki team dont do their experiments on weekdays it really spoils the game.

 

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Gameplay in DM:

Nevtelen77.jpg

 

Keep in mind that this is not a big map, so heavy hulls have a slight advantage. I drugged, not as much as I was able but one of DA/DD was almost always activated when it was possible. It's a positive that you usually can't go full drug without drops, which gives light hulls more chance to survive. My performance was slightly worse compared to what I used to, but I still ruled the battlefield with my Mammoth-Vulcan combo. Almost everyone drugged and still I was able to build a decent lead during the battle.

 

Q: Does it reduce the gap between druggers and non-druggers?

A: Yes. Battles are more balanced.

Q: Does it reduce the supply usage?

A: Yes.

Q: Should the devs implement this?

A: I don't know. I have to test it in other game modes. It's good in DM, I can say that.

 

 

I dont agree with you , this system don't reduced the gap between druggers and nondruggers. it will same as now system . Today I drugged so much in many battles and , really I was feel very powerful and finish with top position . So where is the gap? 

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really speaking i dnt like experiments on running servers coz it slows down the entire game . another thing is that why all the experiments starts at weekends only, when i like to play most. its not understandable why tanki team dont do their experiments on weekdays it really spoils the game.

Because more people (like you) play the game on weekends and that helps Tanki because more people test the experiment and give feedback.

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